spreading_positivity

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spreading_positivity

spreading_positivity

@dracuja

Making stuff in uefn going solo now| goal is for 10 million playtime

Katılım Mart 2014
223 Takip Edilen23 Takipçiler
Parth
Parth@mittalparth_·
placed 1st, winning $5000 at the @GoogleDeepMind x @cerebral_valley hackathon bangalore! 😭 > we built an RPG game generator that uses @NanoBanana to create worlds and assets as you play and progress > you can create your own worlds that are rooted in Indian culture > every asset that you see is generated on the fly > the gameplay assets, dialogues, and clues all change with the theme > for instance, the first visual in the video is from the movie lagaan! insane clutch at the last moment shoutout to the team 💙: @im__apoorva @ahmedfahim21_ @harsh_agw
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Parth@mittalparth_

update: we are in the finals!!!!

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Avinash Singh
Avinash Singh@AvinashSingh_20·
Just launched! I finally added DSA Sheets to Lets Code. Whether you're preparing for service-based or product-based companies, just pick a sheet and start solving. Every question redirects you directly to LeetCode. You can also practice with your friends, invite them, and maintain your streak together. Check it out: lets-code.co.in/dsa-sheets/
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Akshay G Jain
Akshay G Jain@Ajain112·
i will launch 300 statics today via claude. what a time to be alive, amazing.
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apepatrick
apepatrick@apepatrickdev·
two weeks after launching my game with around 2k wishlists, it reached about 6.8k sales while spending $0 on marketing it’s currently sitting at 90% positive reviews, with 170 reviews total. The game lasts about 1 hour, and the refund rate is around 11% which i think is around average worth noting I consider this an outlier case. from what i've seen, a launch like this is more often tied to much higher wishlists like +10k, so there are clearly many factors to take into account beyond just wishlist count on launch day, I got around 800 sales, with about a 10% wishlist conversion rate. but a lot of sales came from non-wishlist traffic such as steam showing the game in recommended sections etc.. The next day, I peaked at over 1k sales, which was the highest sales day I’ve had. That led to around 3k sales in the first 3 days steam seems to give games some launch visibility. If your game converts well, gets good reviews, and players respond positively, steam may keep showing it to more people the simplest explanation is that my game converted well, and people enjoyed it thus leading to more sales than expected WLs do matter, but they don’t tell the whole story. a game with a lower wishlist count can still perform well if other signals are strong enough my only real advice would be to care about your players and iterate with them. Get feedback, playtest a lot, and make the game better around what players actually respond to often times you'll struggle finding people to play your game, and you want the less friction possible when people plays it. have a web build and post it everywhere (itch, newgrounds etc..), users don't have to download anything and is much more accessible start building your community early, like a discord server so people can reach out to you and you connect with your players easier the more feedback the better one way to avoid mistakes other games in my genre did is read negative reviews of games similar to mine on steam, which helps pinpoint what really matters for your players, that will give you lot of directions in the beginning and what to focus the most don't skip the progression aspect, this is what will make your game fun. no matter how good your art, sounds, polish are, if progression doesn't follow it will likely won't work players care about having fun more than anything else, simple graphics can still work if art style is coherent it's hard to know whether your pacing feels good to your players without playtesting a lot yourself, and they won't always tell you what's wrong either. analytics are one way to spot this and confirm whether players are engaging. if median time is low like 10mn it is very likely that at this point you have friction issues like you encounter a big timewall and it isn't fun you may need a sample of at least 50 players to have "useful" analytics and something concrete, otherwise you might just keep guessing and hitting your head against the wall one thing to keep in mind, median playtime from a free web build will usually be lower than steam playtime. on steam, players are already more engaged because they bought the game as opposed to itch or other web platforms, the game is much more accessible, but players are also more likely to leave quickly TLDR: wishlists matter, but conversion, player feedback, pacing, and early reviews can matter just as much once steam starts testing your game
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Senapathi Mahesh
Senapathi Mahesh@Mahesh_Senapat·
🚨 AI Intern @ STAAD 🌍 Remote | Fresher | ⚠️ Stipend not listed Python • RAG • LangChain • Vector DBs • LLMs → Build RAG pipeline for clinical AI co-pilot → Real production deployment from day one 🚀 Drop a comment for the link 👇 #RAG #AI #Internship #RemoteJob #Hiring
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Tim Danilov
Tim Danilov@timdanilovhi·
Do you want me to choose a faceless YouTube niche for you? I'm choosing one follower to hop on a 1 hour Zoom and help them choose a perfect niche on the spot While also streaming this whole process so you guys can see how we do it Reply "me" to this tweet, or DM me
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mané
mané@OpinaGamer·
First dodge test for my boxing system in UEFN 🥊 Still rough, but the movement, stamina, guard, M1 combo, heavy attacks, and dodge timing are starting to come together. Next step is adding better hit feedback, VFX, SFX, and polishing the camera. #UEFN #FortniteCreative
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Niki
Niki@snoozkii·
I heard you guys liked the Frutiger Aero vibes of this map, so I added more :)
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Raj kr
Raj kr@raj_SDE1_FAANG·
Career Update 😃 Happy to share that finally I have cracked the Google 🎉🎉 Thanks to all who have supported me in this tough journey 💕 Many many congratulations to me 😁
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Luke Pierce
Luke Pierce@lukepierceops·
HIRING: Technical Operator @ Boom Automations + Ai Agency Inner Circle If you're AI-native, ship daily, and can run content + inboxes without hand-holding.. read on. What you'll do: - Post and manage content across our Co social accounts - Manage inboxes: reply to inbound, outreach, and DMs - Help fulfill lead magnets and content drops - Lean on AI to move 10x faster than a normal assistant - And more Who you are: - A true jack of all trades who owns outcomes - AI-native, meaning you reach for AI before doing anything by hand, and then check outputs - Reliable, fast, and don't need to be chased - Want to learn how two AI businesses actually run Remote (you can be based anywhere in the world), full-time, trained directly by me. DM me "OPERATOR" and I’ll send you the application link.
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Comp 🐟
Comp 🐟@CompleFN·
Got to build the Art Museum level for Hozzy. 🙌 Honestly, it's one of my absolute favorite environments l've ever made (all under 2 days 🙃). #fncreate #uefn
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Aviral
Aviral@avrbt_·
Guys i m starting my 3rd yr soon 🫥 Can any senior suggest me the mistakes i should avoid in my 3rd yr & what should my approach to do better in this year
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Idgaf🤡🐐
Idgaf🤡🐐@theyhatesFbwoy·
How do y’all get subs on long form(True crime)? My watch hours are crazy buh subs are very low! These old people don’t want to sub🫩
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veizau
veizau@veizau·
Ryan Higa returns after a long break, and his soon-to-be wife shows off the ring he gave her after the proposal 🩵 “I’m the fiancée.”
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spreading_positivity
spreading_positivity@dracuja·
@FNCreate hey i just applied to your week long course i had some questions is there anyway i can contact you guys i so want to get in 😭
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